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Romero, Margarida; Arnab, Sylvester; De Smet, Cindy; Mohamad, Fitri; Minoi, Jacey-Lynn; Morini, L. – Electronic Journal of e-Learning, 2019
We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research,…
Descriptors: Foreign Countries, Game Based Learning, Design, Cooperative Learning
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Ismail, Mohamad Izwan; Bakar, Nur Ain Abu; Mohamed, Mawarni – Asian Journal of University Education, 2019
The education system has existed for centuries. However, despite the rapid change in our technology, lifestyle and needs in the workforce, it has failed to adapt accordingly. The current system relies heavily on industrial-age values where students are expected to follow instructions and are stripped of their agency rather than being encouraged to…
Descriptors: Student Behavior, Expectation, Standards, Student Participation
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Shu, Liuyi; Liu, Min – Journal of Educational Multimedia and Hypermedia, 2019
Game-based learning is getting popular in both K-12 schools and colleges. Research is needed to understand how engagement can influence learning and what specific factors of game-based learning that affect learners. In this study, we reviewed a total of 20 empirical studies from refereed journals that examined student engagement in game-based…
Descriptors: Learner Engagement, Educational Games, Learning Processes, Outcomes of Education
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Michael B. Sherry; Ann M. Lawrence – English Journal, 2019
In this article, the authors begin this inquiry by describing their research with a class of middle school writers who played "Quandary," a free online educational game designed to teach argumentation, as part of a unit on writing arguments for environmental action. Regarding the subject area of English language arts (ELA), research has…
Descriptors: Video Games, Technology Uses in Education, Language Arts, Middle School Students
Alsawaier, Raed S. – ProQuest LLC, 2018
The purpose of this mixed-method study was to explore the effects of the use of gamification on students' motivation and engagement in the college environment. The study drew from three theoretical principles: Self-determination theory, new literacy studies, and behaviorism. The study was conducted at Washington State University on two English…
Descriptors: Game Based Learning, Learner Engagement, Instructional Effectiveness, College Students
Stelck, Luella Mae – ProQuest LLC, 2018
This three-article dissertation presents a perspective of persistence in STEAM learning at the elementary level within the context of a third through fifth-grade elementary school in Northern Idaho. Students at this elementary school were offered extra-curricular opportunities to persist in STEAM learning and while participating in a MakerSpace…
Descriptors: Art Education, STEM Education, Elementary School Students, Children
Erica L. Snow; Maria Ofelia Z. San Pedro; Matthew Jacovina; Danielle S. McNamara; Ryan S. Baker – Grantee Submission, 2015
This study investigates how we can effectively predict what type of game a user will choose within the game-based environment iSTART-2. Seventy-seven college students interacted freely with the system for approximately 2 hours. Two models (a baseline and a full model) are compared that include as features the type of games played, previous game…
Descriptors: Game Based Learning, Decision Making, Prediction, Student Attitudes
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Wu, Shelly C.; Pearce, Erin; Price, Callie J. – Electronic Journal for Research in Science & Mathematics Education, 2020
Due to the COVID-19 pandemic resulting in school closures, shifting to online instruction poses unique challenges for educators. The purpose of the paper is to inform practitioners on how online instruction was facilitated in a science methods course for preservice teachers (PSTs) enrolled in a public university across three campuses. The major…
Descriptors: Learner Engagement, Methods Courses, Preservice Teachers, Science Education
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Winn, Tiffany; Miller, Julia; van Steenbrugge, Willem – Australian Journal of Teacher Education, 2020
This paper addresses a gap in research regarding the efficacy of software programs to help children with reading difficulties. Forty-two children aged 5-13 years identified as poor readers participated in a study over twelve weeks using ReadingDoctor, a software program targeting phonemic awareness, orthographic-phonemic mappings, decoding ability…
Descriptors: Phonemic Awareness, Phonological Awareness, Decoding (Reading), Word Recognition
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Owen, Helen E.; Licorish, Sherlock A. – Journal of Information Technology Education: Research, 2020
Aim/Purpose: We aimed to investigate the circumstances under which Kahoot! (a Game-based Student Response System (GSRS)) increases junior and senior Information Science university students' learning and knowledge retention beyond that of traditional teaching methods. We also explored whether the positive learning impacts of Kahoot! vary as a…
Descriptors: Game Based Learning, Audience Response Systems, Instructional Effectiveness, Undergraduate Students
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin; Lin, Pei-Chun – Journal of Educational Computing Research, 2020
When learning to write Chinese characters, it is essential for students to learn and maintain the correct order of the strokes. Chinese teachers often use computer-supported drill and practice to develop students' ability to write in the correct order, but such devices are rarely designed to stimulate learners' memory-manipulation in cognitive…
Descriptors: Chinese, Orthographic Symbols, Cognitive Processes, Difficulty Level
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Michael Barcomb; Walcir Cardoso – CALICO Journal, 2020
This one-group quasi-experimental study aimed to determine the effectiveness of using a gamified course management system with points, badges (and consequently competition) to facilitate the development of English phonology in a foreign language context in Japan. To implement this idea, we focused on the acquisition of English segments /r/ and /l/…
Descriptors: Management Systems, English (Second Language), Second Language Learning, Second Language Instruction
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Zhang, Danyang; Wu, Junjie Gavin – TESL-EJ, 2023
English language education nowadays is not merely about the instruction and acquisition of linguistic knowledge and skills. Instead, it has progressed to the real-life applications of the target language, which further requires a mastery of cultural knowledge and skills. In terms of culture, English as a Foreign Language (EFL) learners, compared…
Descriptors: Cultural Awareness, Teaching Methods, Student Projects, Active Learning
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Saha, Sujay Kumar; Singh, Smriti – MEXTESOL Journal, 2021
In recent years, language games have become a matter of interest for educators not only because of their potential to enhance language learning experiences, but also in the support they give towards creating a multimodal and interactive classroom environment that leads children towards perceptual, behavioural, emotional and cognitive development…
Descriptors: Speech Skills, Communicative Competence (Languages), English (Second Language), Second Language Learning
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Li, Ke; Peterson, Mark; Wang, Qiao – International Journal of Game-Based Learning, 2021
This paper reports on a project that draws upon the framework of the community of inquiry to support game-based language learning outside classroom. Case study design was employed to collect and analyze both qualitative and quantitative data, with a view to investigating the participants' language development, participation, and perception. This…
Descriptors: Communities of Practice, Inquiry, Scaffolding (Teaching Technique), Second Language Learning
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